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+import bge
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+from random import randint
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+from time import clock
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+
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+
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+
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+
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+
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+#camera - (Target Object, Min Distance, Max Distance, Height)
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+def activate_camera(cobj, cmin, cmax, cheight):
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+ cont = bge.logic.getCurrentController()
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+ scene = bge.logic.getCurrentScene()
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+ camActu = cont.actuators['Camera']
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+ camActu.object = scene.objects[cobj]
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+ camActu.min = cmin
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+ camActu.max = cmax
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+ camActu.height = cheight
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+ cont.activate(camActu)
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+
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+
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+
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+#====================================
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+class Transition(object):
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+ def __init__(self, toState):
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+ self.toState = toState
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+ def Execute(self):
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+ print('Transitioning ...', self.toState)
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+
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+
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+
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+#====================================
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+State = type("State", (object,), {})
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+
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+class State(object):
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+ def __init__(self, FSM):
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+ self.FSM = FSM
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+ self.timer = 0
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+ self.startTime = 0
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+ #cam settings
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+ self.target = None
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+ self.min = 0
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+ self.max = 0
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+
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+ def Enter(self):
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+ self.timer = randint(0,5)
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+ self.startTime = int(clock())
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+ def Execute(self):
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+ print('Executing')
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+ def Exit(self):
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+ print('Exiting')
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+
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+class WalkCam(State):
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+ def __init__(self,FSM):
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+ super(WalkCam, self).__init__(FSM)
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+ self.min = 4
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+ self.max = 5
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+ self.target = 'player'
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+
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+ def Enter(self):
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+ print('Preparing to enter walk cam state.')
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+ self.FSM.stateLife = 1
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+ super(WalkCam, self).Enter()
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+
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+ def Execute(self):
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+ #print('walk cam state', self.FSM.stateLife)
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+ self.FSM.stateLife += 1
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+ duration = 50
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+ activate_camera('camCube', 2, 3, 1)
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+ # if self.FSM.stateLife > duration:
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+ # if not (randint(1,3) % 2):
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+ # self.FSM.ToTransition('toRollCam')
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+ # else:
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+ # self.FSM.ToTransition('toRagdollCam')
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+
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+ def Exit(self):
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+ print('walk cam state')
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+
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+class RollCam(State):
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+ def __init__(self,FSM):
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+ super(RollCam, self).__init__(FSM)
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+
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+ def Enter(self):
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+ print('Preparing to enter roll cam state')
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+ self.FSM.stateLife = 1
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+ super(RollCam, self).Enter()
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+
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+ def Execute(self):
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+ #print('Eating Breakfast.', self.FSM.stateLife)
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+ self.FSM.stateLife += 1
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+ duration = 500
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+ activate_camera('camCube', 1.5, 3, 2)
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+ if self.FSM.stateLife > duration:
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+ if not (randint(1,3) % 2):
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+ self.FSM.ToTransition('toRagdollCam')
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+ else:
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+ self.FSM.ToTransition('toWalkCam')
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+
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+ def Exit(self):
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+ print('Finished RollCaming')
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+
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+class RagdollCam(State):
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+ def __init__(self,FSM):
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+ super(RagdollCam, self).__init__(FSM)
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+
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+ def Enter(self):
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+ print('Preparing to RagdollCam state.')
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+ self.FSM.stateLife = 1
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+ super(RagdollCam, self).Enter()
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+
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+ def Execute(self):
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+ #print('Vacumming.', self.FSM.stateLife)
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+ self.FSM.stateLife += 1
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+ duration = 6
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+ if self.FSM.stateLife > duration:
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+ #if (self.startTime + self.timer <= clock()):
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+ if not (randint(1,3) % 2):
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+ self.FSM.ToTransition('toWalkCam')
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+ else:
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+ self.FSM.ToTransition('toPauseCam')
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+
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+ def Exit(self):
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+ print('Finished RagdollCaming')
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+
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+
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+class PauseCam(State):
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+
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+ def __init__(self,FSM):
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+ super(PauseCam, self).__init__(FSM)
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+
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+ def Enter(self):
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+ print('Starting to PauseCam.')
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+ super(PauseCam, self).Enter()
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+ self.FSM.stateLife = 1
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+
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+ def Execute(self):
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+ print('PauseCaming.', self.FSM.stateLife)
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+ self.FSM.stateLife += 1
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+ duration = 10
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+ if self.FSM.stateLife > duration:
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+ self.FSM.ToTransition('toWalkCam')
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+
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+ def Exit(self):
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+ print('Finished PauseCaming.')
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+
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+#===================================
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+
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+
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+class FSM(object):
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+ def __init__ (self, character):
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+ self.char = character
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+ self.states = {}
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+ self.transitions = {}
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+ self.curState = None
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+ self.prevState = None
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+ self.trans = None
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+ self.stateLife = 0
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+
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+ def AddTransition(self, transName, transition):
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+ self.transitions[transName] = transition
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+
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+ def AddState(self, stateName, state):
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+ self.states[stateName] = state
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+
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+ def SetState(self, stateName):
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+ self.prevState = self.curState
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+ self.curState = self.states[stateName]
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+
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+ def ToTransition(self, toTrans):
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+ self.trans = self.transitions[toTrans]
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+
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+ def Execute(self):
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+ if (self.trans):
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+ self.curState.Exit()
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+ self.trans.Execute()
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+ self.SetState(self.trans.toState)
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+ self.curState.Enter()
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+ self.trans = None
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+ self.curState.Execute()
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+
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+#====================================
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+Char = type("Char",(object,),{})
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+
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+class CameraFSM(Char):
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+ def __init__(self):
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+ self.FSM = FSM(self)
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+
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+ ##STATES
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+ self.FSM.AddState('WalkCam', WalkCam(self.FSM))
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+ self.FSM.AddState('RollCam', RollCam(self.FSM))
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+ self.FSM.AddState('RagdollCam', RagdollCam(self.FSM))
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+ self.FSM.AddState("PauseCam", PauseCam(self.FSM))
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+
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+ #TRANSITIONS
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+ self.FSM.AddTransition('toPauseCam', Transition('PauseCam'))
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+ self.FSM.AddTransition('toWalkCam', Transition('WalkCam'))
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+ self.FSM.AddTransition('toRollCam', Transition('RollCam'))
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+ self.FSM.AddTransition('toRagdollCam', Transition('RagdollCam'))
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+
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+ if self.FSM.curState == None:
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+ self.FSM.SetState('WalkCam')
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+ print('setting none')
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+
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+ def Execute(self):
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+ self.FSM.Execute()
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+#====================================
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+r = CameraFSM()
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+def main(cont):
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+ own = cont.owner
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+
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+ if 'inited' not in own:
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+ own['inited'] = True
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+ own['frame'] = 0
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+ own['state'] = 'On'
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+ print('initing')
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+
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+ r.Execute()
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+
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+ own['frame'] += 1
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